Started a ski resort map and I'm trying to incorporate both the ski lift and a ski slope into the design. This is proving challenging since the map is ending up perched along the side of a hill. It's a good limitation for creating the space though I think.
Also, I just had a cool idea for a pickup. Basically picture a police shield but made out of covenant energy barriers. Upon pickup the player would hold up a energy shield that's roughly the height of the player. Opponents would have to put damage into the shield to make it shrink from the top and bottom (making it shorter), one pistol shot to reveal the head and feet, two to reveal more, three to break the shield completely. Seems like too much for Halo 5's scripting, but I'm not sure.
Deployable shields and personal shields are something i want to try soonish. There are challenges that aren't readily apparent, but something like this should be possible in some fashion.
Lava is apparently the new thing and I like being an absolute contrarian so no way am I using lava. In a similar vein, I have an idea for a pickup that acts almost like a sticky grenade gravity lift. You throw it and it attaches to whatever surface it lands on, then creates gravity pulses outwards. Throwing on the ground and then running over it launches you up. Putting on a wall next to a cliff bounces people off the map. Throwing at a vehicle tosses it around. Wacky but could be fun.
And you can even expand themes from this point. Is it a summer evening Italian fishing town with small boats against a rocky coast, a Chinese one at night with lampions on the water or a wet, grey and cold Norwegian one in a fjord. I can go on and on.
One of the great things about Ark so far has been the building system! Definitely helps me want to go back to forge to wash the ick off
I think youre overestimating the intended purpose of delaying the rockets. Under any circumstance a weapon is on a map, any player is just as capable of grabbing them as any other. Rockets coming into play at the start of the game or not isnt going to help one player any more than it would harm them. Weapons only cure balancing issues if the player that shouldnt have them doesnt have them, which you cant control. However from my experience on the broken and fixed versions of the map, if you play with rockets from game start, the version that is broken plays better because it pulls players off the top of the hill where OS spawns. Otherwise for half the game, the bottom area is dead content that is never used besides spawning a player into an uphill battle(literally). For your official answer:The fundamental layout of a map and how it would play can still be judged easily without physically deleting weapons and in this case your cameras. I assure you were all competent enough to judge your map and other maps just as multi has explained. If your map makes it to the rubric rounds then we will delete the cameras and all re-bookmark it.
Hey Forge Critics! Just a reminder to go nominate maps for community faves. The process is in your hands
You can only nominate maps that were submitted within the right period for the upcoming vote. The ones for this next vote have been selected so these nominations will go towards the one after
Kind of odd. I don’t see why you couldn’t vote for a really old map that may have been overlooked. That just seems like an unecessary restriction.
I remember working at Applebee's years ago when I wanted to just leave and go home to make a map. I would draw on the kids menus with crayons the layouts for maps. It's passion man.
I feel that. The only time I ever have good ideas anymore is when I'm at work not able to put them down...When I'm at home in front of Forge, nothing.
I write lists of things I want to work on or investigate in the realm of scripting... yesterday I wrote an outline of the clips needed for the forthcoming tutorial video (should be tonight!) I just need to do voiceover, and then make sure that jives with the clips I've already edited together.